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I am assuming that you've read sections 4.5.1 and 8.13 of the (OpenSL ES 1.1) specification . Using the BassBoostItf is fairly straight forward.

The SLBassBoost interface is an optional interface, so you have to start by checking that it's supported by your device and your object. You didn't mention if you are using it on the audio player or the output mix object, but the method is the same:
res = (*player)->GetInterface(player, SL_IID_BASSBOST, (void *)&BassBoostItf);
if ( res != SL_RESULT_SUCCESS ) exit -1;

If the result doesn't equal SL_RESULT_SUCCESS, the interface cannot be used, and the value in BassBoostItf is undefined. Note that the system may return a previous handle to an interface and may accept calls but fail internally.

Now that you have your interface, you will need to enable the bass boost and set the strength. The result value will be key to debugging:
res = (*BassBoostItf)->SetEnabled(BassBoostItf, SL_BOOLEAN_TRUE);
res = (*BassBoostItf)->IsEnabled(BassBoostItf, &isEnabled); /* Verify bass boost is enabled */

Thanks for your reply,I did the same thing previously i debugged and checked it I am getting SL_RESULT_SUCCESS.I have attached BassBoost Inteface to output mix i tried it with audio player also,but still there is no effect.I checked it on HTC oneX,Samsung NOTE2,NOTE1.I am not getting any errors..but there is no effect.My project depends on this issue.

Without seeing the code in question it's hard to say why it is failing. The code snippet I provided has been successfully tested on a conformant implementation and worked, but I haven't tested it on Android. Remember, there may be other things running on the device which affect the results. Do you have other effects working and it's only the bass boost which isn't working, or is this the first effect you are trying?

If you haven't done so already, I suggest writing a small test application which only tests that portion of code - bass boost on playback without any other effects. Once you get a small application working, then take a look at what's different between the two.

Sorry I can't be of more help at this point, but without details it's going to be hard to help you resolve the issue.

Hi Erik,
Thanks for your reply,I am providing the code what i did..yes it is impossible to say why it is failing..sorry for the inconvenience. Here i am using asset audio player i am exposing bassboost to this player.Previously i checked with reverb effect.Reverb is the first effect i tried i did not got any effect so i tried of checking with bassboost..so for this i faced the same problem no effect.So please resolve the issue by checking the code(don't check about reverb problem).The red color code is where I exposed BassBoost.The bassboost effect is easy to identify..so i exposed directly to player and i played the music after exposing to player. previously i maintained a status based on the status i enabling or disabling bassboost but in this case also i did not got any effect.

I noticed you aren't using the SLEffectSendItf interface on the player. SLEffectSendItf controls how much an effect from a player contributes to the overall audio chain. See section 8.16 in the 1.0.1 spec.

Since an effect can be used both on the player and on the output mix, the effect on the player is considered an auxiliary effect to the output mix effect. The SLEfectSendItf controls how much the auxiliary effect will contribute. The default level is 0.

If that doesn't resolve the issue, I would separate out initializing the player with setting up your effects. Then try turning your effect on and off while playing a continuous steady sound so that you can easily hear if turning the effect on and off has any effect on the audio.

I used SLEffectSendItf interface on the player by using the below code but i am facing some problem i.e error which is mentioned belowSLEffectSendItf is created i.e realized i got SL_RESULT_SUCCESS but when i enabling then i am facing below errors) So please resolve the issue by checking the code.

I suggest you look at the example code in B.6.1 Environmental Reverb in the 1.0.1 spec for an example of how to use SLEffectSendItf. Since you mentioned you first tried with environmental reverb, you might try to to implement example B.6.1 (stripping out the 3D effects) to see if you can get it to work, and then add the bass boost.

and the other thing is that today i tried with reverb i did not got any effect
1. i am not facing any errors & i am getting SL_RESULT_SUCCESS.

I exposed reverb on output mix to identify reverb effect on button click(i am calling enableReverb) i.e enabling reverb.Here i am not facing any effectsend errors which are mentioned in previous post.So please resolve the issue by checking the code.

// get the engine interface, which is needed in order to create other objects
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE,
&engineEngine);
assert(SL_RESULT_SUCCESS == result);
(void) result;